Talk:Spigot 37

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  • About the logo, I don't think Valve cares if you use the source logo, lots of other mods have used it(HL2: wars, SMOD, etc.) - Doomsday192 17:16, 26 Jul 2008 (PDT)

-- Glad to hear it - we aren't actually very concerned, but we put the blurb on our main page to ward off bad comments... just in case :) - RigorMortis 23:35, 9 Aug 2008 (PDT)

  • I think that your idea to have different endings will really make the game better, good luck with the logo! What will be the system requirements? - MLSTRM 14:18, 7 Sep 2008 (GMT)

-- Right now we are having a little bit of a problem with one of our levels being jittery on WinXP based computers. We don't know why. I'm running a 3.2GHz Intel Q6600 w/ 4 GB 1333MHz RAM and vista 64 bit, which is nowhere near what you should need to play these maps. One of our other developers is running almost the same setup with WinXP and is getting the 'jittering' issue. I guess all I can say is that we are working to have the maps available for anyone who can run Portal, but there might be spots where it isn't perfectly smooth for everyone. We are even considering making lower quality versions of some of the maps to improve playability for some people. Perhaps we can get some feedback from people on if this is a good idea or not once we bring out the next couple of maps. - RigorMortis 22:46, 13 Sep 2008 (PDT)

  • Is it the drivers? Also I have finished aftermath but I think there is a problem with the wall jump puzzle, unless I don't do it how it says, I can't always get the third portal into place and if I do, I usually slide right off the wall, I had to do it a different way to what it says. - MLSTRM 17:02, 16 Sep 2008 (GMT)

-- I don't know if it's the difference in drivers, but I was able to fix the jittering issue in one of our maps by removing a dynamic 'flickering' light from an outdoor scene. I also know that different computers seem make the Portal physics engine act a little different. Jump distances are a little different as well as fall speeds and collisions. I'm not sure why the wall jump is acting up on you, but really it's the concept of this jump that we're trying to get across. If you understand why you can use a hallway to get up onto a ledge (with the remote walljump, you can even use a hallway to get up to other places...) then you should be good. I'm always interesting in seeing other ways that people solve things though, and I'd love to get a demo of your alternate solution. - RigorMortis 05:53, 18 Sep 2008 (PDT)

-Place the orange portal on the number two like normal, then drop on to the platform with the black 1 and aim to the right of the red 6 with the blue portal, cannonball through it and you're done! (Note; my PC crashed as i was going through the portal which made come out of the other side a bit faster.(Opening the menu does the same.)) - MLSTRM 16.59, 19 Sep 2008 (GMT)

--While that is a way to get up on to that ledge, it defeats the purpose of the Wall Jump. The real reason that technique is in Aftermath: Training Ground is because it can be used to solve a puzzle in one of our later (and much more difficult) maps - so definitely try to get that 6 of 6 message. We aren't going to put clues like spray painted X's in the other maps :) -RigorMortis 02:28, 30 Sep 2008 (PDT)

-Hi, I've got a problem with your third map, whenever I start it, it just crashes my game. PLease Help... MLSTRM 16:26, 24 February 2009 (UTC)

--Can you copy the error it produces in the console when the map crashes? It might be able to help us determine the problem.

{{prodwarning|Beginner_Portal_Map_Tutorial}} —Mattshu 11:38, 11 September 2011 (PDT)